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Biased processing of game-related information in problematic mobile gaming users

BACKGROUND AND AIMS: The present study investigated processing bias for game-related cues in problematic mobile gamers (PMGs) under or above the threshold of conscious awareness. METHODS: In Experiment 1, all participants (20 PMGs and 23 casual players (CPs)) finished a masked visual probe task duri...

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Detalles Bibliográficos
Autores principales: Bai, Yu, Elhai, Jon D., Montag, Christian, Yang, Haibo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Akadémiai Kiadó 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10316168/
https://www.ncbi.nlm.nih.gov/pubmed/37352094
http://dx.doi.org/10.1556/2006.2023.00031
Descripción
Sumario:BACKGROUND AND AIMS: The present study investigated processing bias for game-related cues in problematic mobile gamers (PMGs) under or above the threshold of conscious awareness. METHODS: In Experiment 1, all participants (20 PMGs and 23 casual players (CPs)) finished a masked visual probe task during a brief (17ms) masked exposure condition. In Experiment 2, an unmasked visual probe task was conducted by an additional forty participants (20 PMGs and 20 CPs) at two exposure durations (200 and 500ms). RESULTS: Results showed that PMGs, but not CPs, had an attentional bias for game-related cues which had been presented with two exposure durations (17 and 200ms). DISCUSSION AND CONCLUSION: In conclusion, the present study provides evidence that bias in PMGs could be observed both preconsciously and consciously. The results are discussed with reference to incentive sensitization theory and automatic action schema theory.